The fifth day of IGN Pro League's 12 Days of DOA brings us information about the advanced Training mode, and from the sounds of it 'advanced' is an understatement.
DrDogg goes over many of the robust features this training mode brings along. This includes a feature to record your inputs, second player controlling the dummy, holding in stun as soon as possible, and even the speed at which Struggle Escaping is performed. Many cool options are explained and I recommend getting over there and reading the full article.
Source: IGN Pro League via DrDogg
DrDogg goes over many of the robust features this training mode brings along. This includes a feature to record your inputs, second player controlling the dummy, holding in stun as soon as possible, and even the speed at which Struggle Escaping is performed. Many cool options are explained and I recommend getting over there and reading the full article.
DrDogg said:The basic features you’d expect from a training mode are also present. You can reset the character position back to the default starting spot, have all attacks connect as a counter hit or hi counter hit, turn the ability to use a Power Blow on or off, turn danger zones on or off, and even adjust the latency to mimic online lag (from 5 bars all the way down to a 1 bar connection). There’s also a command training option that goes through a character’s move list one attack at a time. In addition, you can even set the dummy to be controlled by the computer at one of eight difficulty levels, or allow a second player to take control of the dummy and spar infinitely.
To some, a solid training mode may be expected in the modern day of fighting games, but the features in the DOA5 training mode go above and beyond the expectations of even the best tournament players. It should be the starting point for all fighting game training modes from this point forward.
Source: IGN Pro League via DrDogg